Gaffer released

We’re pleased to announce the release of Gaffer, the first feature update to Gaffer 1.2. This post highlights new features introduced in, and recaps some of the key features recently introduced in

Notably, Gaffer 1.2 marks the first official release of Gaffer on Windows, the first release with the Cycles renderer available by default, and brings a variety of new features and improvements including mute and solo of lights, animation curve pre & post infinity extrapolation modes, USD updates, performance improvements and more.

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Gaffer at SIGGRAPH 2022

As part of SIGGRAPH 2022, we’ll be hosting a virtual Birds of a Feather session the week prior to the conference on Tuesday, August 2nd at 9:30am PDT.

Gaffer : Open Source Lookdev, Lighting, and Automation

When: Tuesday, 2 August 2022, 9:30am – 11am PDT

Where: Online

Join us to discuss the latest in Gaffer development, production case studies, and the roadmap for future releases.

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Gaffer turns 1.0

After 10+ years (honestly, we’ve lost count), and 300 released versions, Gaffer has turned 1.0.

We’re extremely proud to announce the release of Gaffer, bringing significant improvements in usability and interoperability. Not to mention the first release of a major update to the Viewer providing support for hybrid rendering, allowing high quality preview of lighting and shading while interacting with scenes.

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Improving your focus with Gaffer 0.61

Gaffer 0.61 includes a significant overhaul of the Editor Focus Menu, which determines which nodes are shown in each editor panel. The slightly confusing “Follow Editor” options are gone, replaced with a new “Follow Focus Node” setting. This makes editor focus simpler to manage, but more importantly enables long-awaited new features…

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Emulsion : VRay-powered rendering for Gaffer

Hypothetical Inc. have developed Emulsion, a new product which extends Gaffer’s rendering capabilities to include the VRay renderer. Currently in public beta testing, Emulsion includes the features that VRay users have enjoyed throughout its 21 year history, including highly tunable render settings, fast GI rendering of interior and exterior scenes, extensive shader nodes and smooth handling of very large scenes.

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Gaffer visits Welikia

Eric Mehl of Hypothetical has been busy using Gaffer’s procedural scene generation and rendering to recreate Welikia, the ecosystem of New York City before settlement by Europeans. There’s an overview of the work on Hypothetical’s website, and a discussion of the Gaffer workflow on their blog. Windows users might know Eric from his Herculean efforts to port Gaffer to Windows, and his integration of Deadline with Gaffer. Thanks for sharing, Eric!

Stupid Gaffer Trick


Save your work first. And don’t expand all!

Execute the following via the PythonEditor :

import GafferScene
n = GafferScene.ShaderAssignment()
n["in"]["childNames"].setValue( IECore.InternedStringVectorData( [ 
    "turtles", "all", "the", "way", "down"
] ) )
root.addChild( n )

Then look at the innocent looking ShaderAssignment node in the HierarchyView, and marvel at its recursive uselessness.

Turtles all the way down!

How does this work? Answers on the back of a postcard please…